Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Map/Map/Radiation.cs
2022-02-26 02:43:01 +09:00

68 lines
2.8 KiB
C#

#nullable enable
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Barotrauma
{
internal partial class Radiation
{
private static readonly LocalizedString radiationTooltip = TextManager.Get("RadiationTooltip");
private static float spriteIndex;
private readonly SpriteSheet sheet = GUIStyle.RadiationAnimSpriteSheet;
private int maxFrames => sheet.FrameCount + 1;
private bool isHovingOver;
public void Draw(SpriteBatch spriteBatch, Rectangle container, float zoom)
{
if (!Enabled) { return; }
UISprite uiSprite = GUIStyle.Radiation;
var (offsetX, offsetY) = Map.DrawOffset * zoom;
var (centerX, centerY) = container.Center.ToVector2();
var (halfSizeX, halfSizeY) = new Vector2(container.Width / 2f, container.Height / 2f) * zoom;
float viewBottom = centerY + Map.Height * zoom;
Vector2 topLeft = new Vector2(centerX + offsetX - halfSizeX, centerY + offsetY - halfSizeY);
Vector2 size = new Vector2((Amount - increasedAmount) * zoom + halfSizeX, viewBottom - topLeft.Y);
if (size.X < 0) { return; }
Vector2 spriteScale = new Vector2(zoom);
uiSprite.Sprite.DrawTiled(spriteBatch, topLeft, size, Params.RadiationAreaColor, Vector2.Zero, textureScale: spriteScale);
Vector2 topRight = topLeft + Vector2.UnitX * size.X;
int index = 0;
for (float i = 0; i <= size.Y; i += sheet.FrameSize.Y / 2f * zoom)
{
bool isEven = ++index % 2 == 0;
Vector2 origin = new Vector2(0.5f, 0) * sheet.FrameSize.X;
// every other sprite's animation is reversed to make it seem more chaotic
int sprite = (int) MathF.Floor(isEven ? spriteIndex : maxFrames - spriteIndex);
sheet.Draw(spriteBatch, sprite, topRight + new Vector2(0, i), Params.RadiationBorderTint, origin, 0f, spriteScale);
}
isHovingOver = container.Contains(PlayerInput.MousePosition) && PlayerInput.MousePosition.X < topLeft.X + size.X;
}
public void DrawFront(SpriteBatch spriteBatch)
{
if (isHovingOver)
{
GUIComponent.DrawToolTip(spriteBatch, radiationTooltip, PlayerInput.MousePosition + new Vector2(18 * GUI.Scale));
}
}
public void MapUpdate(float deltaTime)
{
float spriteStep = Params.BorderAnimationSpeed * deltaTime;
spriteIndex = (spriteIndex + spriteStep) % maxFrames;
if (increasedAmount > 0)
{
increasedAmount -= (lastIncrease / Params.AnimationSpeed) * deltaTime;
}
}
}
}